Didn't know where else to post this since there's no development boards anymore, hopefully here is fine.
I develop/design games as a hobby and was thinking of this combat system for a multiplayer/MMO rpg game.
The basic combat is pretty simple. You have one button to attack(different depending on equipped weapon), a button to block, and double tapping your movement directions will dodge. There's pretty much no limit to the amount of attacks, blocks, or dodges you can perform but they're limited by the action global cooldown. You still take damage while blocking but it's reduced depending on a number of factors.
Adding on to the basic combat, instead of abilities on your hotbar(max 4 slots) you have potions you can drink that have different effects like increasing melee damage or ranged damage. But potions have negative side affects and they have a shared cooldown. Potion's don't last very long and side affects last longer than the buff.
Potions are player crafted and can be made to have decreased side affects, either in duration or strength, or increased buff strength or duration but they can't have both increased buff and reduced side affects. Players will want to find a good crafter to make the better potions.
I came up with this new system because I don't want something overly complex, and I don't want there to be a huge powergap between max buffed players, and unbuffed players. At this point weapons are only for attack type, ranged or melee, and can be switched in combat. There is no uber pwnage weapons or armor.
I'd like to hear some feedback on what you would or wouldn't change. If you don't like it post what you would do instead.
Comments
Also, if buffs don't have a big affect, why would anyone go to the effort of paying a 'pro crafter' for them? And, if you want all players to be more or less equal in combat, are you sure you are thinking of an MMO, rather than a MOBA or something? Or would the main gameplay of the MMO be something besides combat??
If you are aiming for the usual focus on combat I would change the attack mechanism to fit the type of game:
Twitchy - I would use the attack button as a timed response to what the character was doing. So if moving forward the attack button would trigger an attack appropriate to where the character was in its animation. Real fighting is not pretty, so I wouldn't worry about making it look like all the characters are in tempo with one another. I would make combat deadly (for all power levels). The block button would do the same thing as attack but it would be a defensive action. I would make movement be steps (1 press = 1 step) in the fighting stance, with a jump and dash button. I would also have a duck button that if double tapped, would make you go prone and then stand on another double tap.
Non-Twitch - Eh I guess the same as what you have, but with the potions replaced with some gallery of specials like GW
MurderHerd
I love the idea of potions as well, but I was thinking maybe you could really expand on this aspect by having many different kinds of potions. For example, potions that grant retaliation, poison, elemental effects (fire sword etc), speed boost, snares etc. That way you could let players have fun making their own "builds" based on potion loadouts.
This could then be integrated into the pve aspect of the game by having players collect resources from monsters etc for ingredients or recipes to craft potions, which could possibly also feed into pvp as players contested spawns that dropped valuable ingredients. That kind of system would probably lead to something of a "gear gap" though as players with higher stocks of powerful potions would have the advantage.
Anyway, just throwing out some ideas, good luck with the game making.